Messages - Morollan

I have 1 question about running Ynnari. Do you think you can use the Avatar of Kahine, Drazhar or some Coven units along with some Ynnari units (but obviously not as Ynnari themselves)? It appears there is no problem mixing Craftworld, Harlequin, and Coven units even in the same detachment by using the Key Word Aeldari. However, the line about not using Coven etc. units in an Ynnari army makes me wonder if you can't mix in those in an army even though they all still have the key word Aeldari. Personally, I think it is just saying which units can become Ynnari not which models can be on the table together.

I've had this debate and I originally thought that you could take other, non-Ynnari units, as long as they weren't Coven, Drazhar, Avatar etc. But I've been convinced that this is not the case. Once you include any Ynnari units in an Aeldari army, any other Aeldari units that are included in the army are automatically made into Ynnari. So, bizarrely, the faction that is trying to unite all the Aeldari cannot actually fight alongside them!

My biggest concern is the -1 to hit for moving and using heavy weapons. I can't see anywhere that we get to ignore that rule, and to me that is a concern. Everything of ours is meant to be fast moving, and so I see a lot of our things only hitting on a 4+ since sitting still is not what we do. However looking at the dark eldar entries I don't see where they get that rule from either, since they are confirmed as getting it.

Dark Eldar get it for Dark Lances as a special rule for the weapon but only when equipped on a vehicle (Raider, Ravager, Razorwing). All other vehicle weapons are Assault or Rapid Fire so they're not effected.

However I am a bit worried that my Saim Hann style army will struggle from what has been released so far. It appears that our vehicles and jetbikes with heavy weapons are going to be hitting only on 4s and I can't see our scatter lasers and Shuriken Cannons being as good as they currently are when it comes to damaging things.

I hope that's actually the case, as giving basic troop models access to heavy weapons, especially on a blisteringly fast and reasonably resilient platform, was a massive mistake by GW in terms of game balance, although I dare say it sold a few models!

We know as close to zero as makes no difference about how DE will work in 8e. Even with a Faction Focus article coming out later today I doubt we'll learn that much. I would seriously hold fire until 8e and the army book drops.

Where did you see that? I know they've said that everything can hurt anything but I don't recall seeing anything about 6's wound anything. I did however see that they've mentioned combining fire and I suspect that will be the route they go down to enable anything to wound anything. They also said that 500 guardsmen could take out a land raider with lasguns, which would lean towards that version of the rules.

If units have been rigorously rebalanced as suggested then there are really only two options. Either Eldar have been nerfed or most other codexes have been buffed. A mixture of the two seems more likely though. Scatbikes, Warp Spiders and Wraithknights would seem to be the logical place to look at nerfs as these are the most egregious offenders in 7e.

I'd also prefer to see Guardians (and all variants thereof) reduced back down to WS/BS 3. There really is no logical reason for them to have the same WS/BS as Aspect Warriors!

D-weapons on infantry also needs a massive swing from the nerf bat, in fact I'd like to see ALL D-weapons nerfed outside of super-heavies and such like.

On the flipside, the Avatar and Wraithlords are in need of a significant boost to make them playable.

Sort out all that and I think the Eldar codex will still be in a good place without being blatantly overpowered.

Out maneuver them! They went from having a ridiculously massive fire arc to having virtually no fire arc. Stay away from the area directly in front of their mouth and they're going to struggle to do anything to you.

I seen the FAQ but what I mean to ask is that if you preform an action which disallows you from charging that turn (flat-outing in a transport) does that stop you from charging in your opponents half of the turn?

No. Unless stated otherwise, turn means player turn. So moving flat out prevents you from disembarking (and, as a consequence, charging) on your turn. In your opponents turn that restriction no longer applies as it's not your turn anymore.

The problem with Cegorach's Revenge is the sheer size of it. Mine runs to about 1500 points just on its own and in order to get it into a Reborn Warhost I need to add a minimum of an HQ and 2 Troops.

One of the nice things about Strength from Death is that you can actually simulate having Rising Crescendo as you can move, Soulburst move and then charge. It's not as good as Rising Crescendo as you can't 100% rely on getting it but I do think it means you can run 'Quins in units or formations that don't have Rising Crescendo.